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Gadgets, Games, and Gizmos for Learning

Gadgets, Games, and Gizmos for Learning Tools and Techniques for Transferring Know-How from Boomers to Gamers - Pfeiffer Essential Resources for Training and HR Professionals

Hardback (11 May 2007)

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Publisher's Synopsis

Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

Book information

ISBN: 9780787986544
Publisher: Wiley
Imprint: Pfeiffer
Pub date:
DEWEY: 658.3124
DEWEY edition: 22
Language: English
Number of pages: 410
Weight: 1166g
Height: 242mm
Width: 178mm
Spine width: 37mm